Teleportation area doesn't work
Hi, I have issue when intending to teleport to some area in the Viking Village scene, the structure of the scene is like. I got issues when intending to teleport to terrains. It just didn't allow me to teleport to terrains even if I add teleportation area to "terrains". Could anyone offer some hints on what causes this problem?Solved780Views0likes1CommentInteraction SDK Teleport change trigger mapping.
I am trying to change the controller mapping for Teleport using Meta Interaction SDK Locomotion. I can see its set in Joystick Axis 2D Active State in the Selector and TeleportActiveState. But I would like to use buttons 2 and 4 to trigger Teleport. I used OVRButtonActiveState instead of the Axis2DActiveState scripts. But the Arc don't render. Has someone been able to change the teleport button to something else? Having it in the joystick creates a lot of undesired teleport actions and users are complaining a lot about it.Solved2.1KViews0likes4CommentsTeleport with hand tracking
Hello! I am working on a VR project. I have been able to put the hand tracking and it works fine but the issue is that I can't move and I need the teleport and I don't know how to activate it or if I have to create my own script. Thanks for your help!1KViews2likes0CommentsTeleport Glitch in Oculus "Locomotion" Unity Scene file
While using the Oculus Go on a build of the "Locomotion" scene from the Oculus Integration package, I notice that the "teleport" function will occasionally cause a glitch where I "skip" between teleport portal nodes and end up flown into a different location. When I tried importing the Locomotion package into another scene file with a completely different environment (and with additional teleport nodes and locations duplicated around my environment) I notice that this glitch will occasionally appear again (often times it happens at least 2 out of 6 teleports) and will cause my player character to be "stuck" in its location. I recreated the NavMesh as well and it still happens. Has anyone noticed this glitch? Is this more or less normal for the Oculus Go? Tagged:3KViews1like4CommentsForcing Orientation After Teleport
Hello, I'm building a Scene in Unity (2019.4), using Oculus Integration v23.1.0. I have a set of teleport destinations, and I'd like to customize the orientation of the user after teleporting to any of these points so they'll be facing a certain direction (relative to the destination) upon landing. I've tried using the various Teleport Orientation Handlers (360, Thumbstick Head Relative, Thumbstick Forward Facing, etc.) and have tried rotating the actual TeleportDestination objects (as well as the Orientation child objects under them), but still can't seem to ensure that the user faces where I want them to after teleporting. I'd appreciate any suggestions! I feel like this must be something simple that I'm missing. Thank you.707Views0likes0CommentsTeleport not working on Quest after upgrading Oculus Unity Integration to v12
My current stack: - Headset: Oculus Quest - Unity: v2019.2.19f1 - Oculus Integration: v12 - OS: MacOs Catilina I have followed a basic tutorial about teleporting and it was working well: I was able to use the left thumbstick to define the new target & orientation of the avatar teleportation. However, after updating the Oculus Integration for Unity to the latest version (v12), it stopped working. This is the structure of my LocalPlayerController prefab: and this was the previous (working) configuration of the LocomotionController object: after the update, I noticed that 2 scripts changed: LocomotionController.cs and TeleportInputHandlerAvatarTouch.cs: LocomotionController.cs if we analyse this script more in detail we can notice that two fields (`CharacterController` and `PlayerController`) have changed type. /************************************************************************************ See SampleFramework license.txt for license terms. Unless required by applicable law or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the license for specific language governing permissions and limitations under the license. ************************************************************************************/ using System; using UnityEngine; using System.Collections; using JetBrains.Annotations; using UnityEngine.Assertions; #if UNITY_EDITOR using UnityEngine.SceneManagement; #endif /// <summary> /// Simply aggregates accessors. /// </summary> public class LocomotionController : MonoBehaviour { public OVRCameraRig CameraRig; //public CharacterController CharacterController; public CapsuleCollider CharacterController; //public OVRPlayerController PlayerController; public SimpleCapsuleWithStickMovement PlayerController; void Start() { /* if (CharacterController == null) { CharacterController = GetComponentInParent<CharacterController>(); } Assert.IsNotNull(CharacterController); */ //if (PlayerController == null) //{ //PlayerController = GetComponentInParent<OVRPlayerController>(); //} //Assert.IsNotNull(PlayerController); if(CameraRig == null) { CameraRig = FindObjectOfType<OVRCameraRig>(); } Assert.IsNotNull(CameraRig); #if UNITY_EDITOR OVRPlugin.SendEvent("locomotion_controller", (SceneManager.GetActiveScene().name == "Locomotion").ToString(), "sample_framework"); #endif } } I was used to set those fields simply by dragging the `LocalPlayerController` prefab into the unity editor fields, but now it's not possible. Not sure where should I pick that `CapsuleCollider` and `SimpleCapsuleWithStickMovement`. If I touch the left thumbstick my player moves around, which is not the intended behaviour and I don't know how to change it. TeleportInputHandlerAvatarTouch.cs This script just add two new fields were added (I guess for the new hand tracking system) but I don't think it's creating problems with the current configuration. I'm completely stuck and not sure how to proceed from here. No other scripts seem to have been updated with the last upgrade and all my researches were unsuccessful. Update After reading this post I have tried to add the two components (CapsuleCollider and SimpleCapsuleWithStickMovements) to LocalPlayerController, reference them in the LocomotionController script, then disabling them as suggested: the teleport ray now appears but it seems not working. For some reason, the left thumbstick makes me move around while the right thumbstick makes me turn quickly, both behaviours which don't seem specified anywhere in the other script. Clearly there is some collision between the scripts. To be honest I'm surprised by the poor quality of the edits in the upgrade. The source code was just disabled without any comments or indications1.5KViews0likes1CommentHaving Teleporting Issues with Locamotion Teleport
This is my first time using a teleport system with Oculus SDK. I'm having a few issues: 1) When teleporting, the PlayerController moves. This is fine in a sitting or standing game, but mine allows the user to move around within the room. When not in the starting position and I teleport, I end up very far from my teleport destination. After looking at the code for a bit, it appears that the camera itself is not being reset back to the starting position. So Im ending up far away if the camera is far away. Is there anyway to reset the CenterEyeAnchor on teleport? Or what do people do with this? 2) How do I stop being able to raycast through walls? Thanks!811Views0likes0CommentsTeleportController.cs script from Oculus and controlling player height after teleport
When I teleport, I'm always a fixed height from the ground. The problem is, it's the wrong height. I need to be about a foot closer to the ground or else I can't pick up fallen objects. I can't seem to make sense enough of the script to figure out what I need to change. Also, my PositionIndicator prefab is mostly below ground. Only about half of the heads pops It needs to be raised up higher. Anybody have any thoughts on what I need to alter in the script or the Unity scene to make this happen?657Views0likes0Comments